Contents

How It Begins

You are the captain of the United Worlds Guardian Class Patrol vessel, U.W.S. Ceres. Admiral Copeland entrusted you with a mission to bring a pirate to trial. En-route the pirate's band attacks, boards your ship and kills your crew, throwing you into the brig. But you're not going to let that stop you from completing your mission are you?

Notable Features

Detailed, functioning space ship complete with computers you can control. (Yes, including toilets.)

Multiple, detailed endings, with varying degrees of success, including the perfect score ending.

Hard-Core Features

The possibility of dying without successfully completing mission. (Though UNDO is available.)

Score is tallied up only at the end. Score is not increased as you find pertinent items or perform pertinent tasks.

Pirates roam the ship and will kill you if they can. But you can kill them too.

You have health status, and each injury brings you closer to death, but you can also recover points.

Rated Cruel (by author) because it is possible to get stuck and not be aware of it until later. But as it is meant as a learn-by-your-mistakes game, not an I-can-always-go-back-and-fix-my-mistakes character story, this is intentional.

Author's Comments

Piracy 2.0 is a fully-implemented reboot of a game written originally in 1984 for the Commodore 64 in BASIC using a simple two-word parser. This tends to give the game an old-school feel that seems a bit passé, but was the style of the time it was first written.

You can get stuck in this game. Like an old-school INFOCOM game, there are things you can leave behind that are necessary for a perfect evaluation, and you can't go back and get them when you realize you need them. Try to have a thorough search around and find everything there is to find. Some things can be useful later. Others of course won't.

In an effort to bring an RPG element to the game, and to increase the sense of danger in your situation, you will encounter roaming bad guys who can kill you. This is not common in today's IF, but harkens back to the axe-throwing NPCs in Adventure. However, while they seem infinite, they are not. Once you kill them all, they are gone. And there are things you can do to decrease your encounters, and increase them.

This game does not do incremental scoring, as you are evaluated at the end of your mission, and things you do can actually decrease your score, and things you neglect to do can also decrease your score, making it very difficult to have an in-game Skinner-box ping scoring system.

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